October 23 — Melbourne, Australia

Engage, network and learn at Unite Melbourne 2017!

October 23, Melbourne

Join us at the annual developer conference for Unity–the market leading platform for creating video games, simulations and other interactive 3D, 2D and VR/AR content. As in the past, Unite Melbourne will be part of the exciting Melbourne International Games Week.

Unite Melbourne offers the perfect opportunity to connect with artists, developers, teachers, filmmakers, researchers, storytellers and other creators. Learn more about creating games and deepen your knowledge of the immersive technologies beyond games. Network with peers who have already started on their journey and learn from their experiences. Go home inspired, more knowledgeable and more prepared to unleash your creativity with Unity.

In partnership with:

Thanks for coming!

October 24, 2017

Thank you to all who attended Unite Melbourne, we hope you enjoyed yourself! An email with the link to survey will reach you shortly. Please take some time to give us your feedback so that we can keep on improving and making Unite conference better! We will also keep you informed when the event session recordings are ready. See you all in 2018!

Get Certified at Unite Melbourne

September 20, 2017

Now that you have got the Conference Pass and booked your time to attend Unite Melbourne, why not consider getting yourself Unity certified at the Conference venue? It is scheduled to take place towards the end of the Conference after most of the track sessions so that you don't feel you would have missed too many of them.
Do remember to register separately for the Certification Exam because the Conference Pass does not include the Certification Exam.

Not planning to attend Unite but still want to take the exam? It is possible!
Go on and register now.

Early Bird Registration is now open!

August 11, 2017

Buy one of the first 200 tickets to Unite Melbourne and get the early bird discount to be offered on a regular ticket--15% off. Ticket includes access to conference and after party. Early Bird ticket sales end 31/8.

What’s on at Unite Melbourne 2017

Opening keynote by Unity leaders in an exciting new storytelling format

Advanced hands-on demo workshops

Technical sessions–customized for different levels from beginner to intermediate and advanced Introductory sessions for artists and designers

Previews of upcoming Unity tech

Made with Unity showcase

Opportunity to take the Unity Certification Exam

After-party in a different venue this year!

Keynote, conference and exhibition at the MCEC

Unite Melbourne is back at the Melbourne Convention and Exhibition Centre, located on the banks of the iconic Yarra River, and the centerpiece of Melbourne’s bustling South Wharf precinct. Also the location for the 3rd Melbourne International Games Week.

Mesmerising Melbourne

From secret laneways and rooftops, to world renowned wineries, boutiques and eateries, it's easy to see why Melbourne has been ranked as the most liveable city for the past six years. Stylish, arty Melbourne is both dynamic and cosmopolitan with a packed calendar of music, film and design festivals, as well as an assortment of major exhibitions and sports events. Come join us at Unite Melbourne and take in the best sights, shopping and dining this exciting city has to offer!

Unite After Party + MWU Awards Presentation

Get Certified!

Opening Keynote

11:00 AM - 11:30 AM

Build the multiplatform games of your dreams with UWP

The Universal Windows Platform (or UWP) was created so that developers of all types could build their software for every platform that Microsoft creates. The great news is that this means that game developers can use one common codebase and create games for Windows 10, Xbox One, and mixed reality (including HoloLens)! Features like Xbox Live Creators Program, Game Mode, and Mixer add additional rich features that can take your game to the next level. Dream up great ideas, and build them with Unity and UWP, so that people can play them on the platform of their choice. This talk will give you the insight into how UWP has evolved and how it all helps you build great games, as well as cover how the Windows Store can be used to maximize your monetization potential, and what the Dream.Build.Play 2017 Challenge is all about.

Editing reality: The future of MR

What will and must happen for mixed reality to become mainstream? Let us create the future. This talk presents current issues, design challenges, and how we see the evolution of foundational platforms and the authoring of MR experiences.

Intro to Anima2D

Machine Learning

Tools to let Small Teams Make Big Games

Editor tools are something that can help a team punch well above their weight, but are often ignored in favor of hard coding solutions and dealing with clunky inspectors.
In this talk we look at how Samurai Punk set out to build tools for Tin Man Game's biggest (and unannounced) project, with over a year of developing tools alongside the rest of the game to allow full time designers to productively create a big game.
You'll see a few of the tools we've developed, as well as tips for how to create your own tools, ways to use Reflection to dramatically speed up tool iteration and scope, and other tricks and pitfalls to look out for.

Indigenous Knowledge Management using Serious Games Technologies

Cultural knowledge is a central tenant of identity for Aboriginal people and it is vitally important that the preservation of its cultural and heritage values happen. Virtual Songlines is a program we're researching and developing to achieve this. The program, based on the Unity Game Engine, is a set of processes, procedures and software tools for recording the unique and authentic cultural heritage knowledge within an interactive and immersive 3D virtual landscape. We've delivered a number of pilots and have a plan to develop the software as a rapid prototyping toolkit and creative process that can be used anyone to record the tangible and intangible natural and cultural heritage knowledge that can be interrogated in an interactive and entertaining way. In all of this we seek to record the special significance of this knowledge in concert and association with the traditional custodians of the land.

Virtual Songlines, as a product and service for preserving Aboriginal knowledge within virtual heritage environments, has the potential to assist decision makers with the management of cultural heritage, the preservation, protection and presentation of our precious heritage values within a defined geo-spatially area. Our service follows an evolving process designed to allow the interrogation of virtual heritage environments through a visually rich space that showcases the significant land forms, objects, sites, fauna and flora as well as their specific values, histories, geographic descriptions and other culturally relevant traditional use.

Virtual Songlines is being developed from indie and open-source virtual environment applications which are 'mashed' together for recording in real time cultural heritage knowledge.

Porting Putty Pals to Switch - A Tale of Woe and Triumph

Putty Pals was one of the first games in Melbourne to be ported to the Nintendo Switch. The session will cover the process of porting Putty Pals as well as the many problems and challenges, both technical and business related, the team encountered. The attendees will be taken through how the team mitigated or overcame these problems. Attendees will be given insights into how a team with little console experience managed to take a PC product to the Switch with a relatively fast turn around as well as tools and techniques they can use to make their porting experience much smoother then ours.

UniPlay: A Game Platform to Reinvent Higher Education

What is the future of higher-education? At Lionsheart Studios we make university courses that *are* video-games. Our platform, UniPlay, is used in 3 Australian Universities (UNSW, UQ and UA) and provides the first examples of fully-gamified courses, worldwide. This is not just "gamification" (a game-layer on top of traditional instructions), it is a reinvention of how higher-education works .

UniPlay has already won numerous awards, both nationally and internationally, including the 2016 Australian Government OLT Citation for Outstanding Contributions to Student Learning, and the 2016 Gold Medal from Wharton School Reimagine Education.

We are going to show a demo and the University-grade research behind it (impacts on learning are huge!). We are also going to discuss our business model. We call it micro-accreditation. Play the game, obtain the achievements and here is your opportunity to buy a University certificate, or perhaps to sit a course and accrue full university credits.

Virtual Worlds: Enhancing the New Realities

What can an audio designer tell producers and game designers about new reality content?
More than you might think.

For two years out of a total of 18 in the games industry, Stephan has been working and researching new reality content. Working for Magic Leap, the Facebook Spatial Audio team, Oculus and a variety of VR production teams, as well as authoring the first ever book on New Reality audio, Stephan has discovered a wealth of design implications, narrative techniques and production workflows that influence all aspects of project development for new reality content.

This session is specifically designed to cater for non audio practitioners to demonstrate how new reality content is very different from our traditional interactive formats.

Stephan will explore a range of concepts applicable to all new reality projects and then use specific examples from several Unity games he has worked on in the last 12 months to demonstrate how the New Realities can be crafted to capture our audience's attention in a more engaging way than traditional interactive media.a

Create your very own Sunday morning cartoon using Unity

Hey animators, leverage on Unity's real time rendering to create your very own Sunday morning cartoon. The talk will walk your through the pipeline from taking characters/worlds modelled and animated in Maya into bringing them into Unity to do camera rigging, editing, sequencing, lighting and post-processing. Using Unity's newest features such as timeline, cinemachine and post-processing stack you will be creating your fastest animated movie.

휴식시간

4:00 PM - 5:00 PM

Flow and Behold: How Your Game Can Improve Player Wellbeing

We know that people play games for many reasons - to have fun, to socialise, to escape and many more. However, we have little information about the link between a particular person and the game that they are playing and why it coincides.Until now, this lecture is globally exclusive and you will be getting a first look at the results from CheckPoint's 2017 research study: Exploring the Psychological Benefits of Video Games. Using a cross-sectional study with over 2000 participants from all over the world, CheckPoint is now able to discuss the link between the player themselves and the benefits, including practical implications for game designers. We will be describing a brief overview of the research so far and the concepts of Self-Determination Theory and Flow State Theory. We'll reveal the links that we've discovered between game genre, psychological motivation, and impact on the player's wellbeing. Finally, we'll explore what this means for the future of game design, and how this information can create games for a particular purpose.

What's new in Unity 2D

Speak To Your Game! - Using Conversational AI in Games

Recent advancements in machine learning, natural language processing and cloud computing made the implementation of natural language conversations possible and easy to implement. In the past any language processing application required very specialized expertise which was rarely available to game developers. Thanks for services like Google's API.AI, Microsoft LUIS or IBM Watson Conversation it is now possible even for people without programming background to design conversations between human and AI agents (a.k.a chatbots).

This type of user interaction opens new possibilities in areas like AR/VR where we can now design more natural and immersive ways of engaging with NPCs. In fact games like Star Trek: Bridge Crew already include this kind of technology.

In the first part of this talk I will explain how non-programmers can get started with one of these services and create a conversational agent of their own. I'll touch on design guidelines and workflow.

The second part will be a tutorial for programmers on tools and SDKs available for unity and how to use them.

Completely overhauling how your game looks

Polish your game and give it the final touch it needs to shine and rise above the rest. See how you can transform the look of your game with tools like Post Processing Stack, Volumetric Light and custom light map baking with OTOY's OctaneRender

Introduction to Vuforia AR Integration in Unity 2017.2

The Vuforia Augmented Reality platform is delivered with Unity 2017.2. In this session, developers will be introduced to AR, techniques and the workflows required to make it all happen. Using Vuforia and Unity, we will create a new AR experience that enables developers to put virtual content onto objects. Developers will gain an understanding of the workflow to create AR experiences for iOS, Android and UWP will also discuss what developers should expect from AR in the near future as more AR devices become available.

Facebook + Unity: Optimized for Growth

A technical deep-dive into the benefits of the Facebook SDK for Unity - which enables developers to easily create personalized, social gaming experiences across multiple platforms. In this session, attendees will learn about future enhancements to the SDK that will enable even more immersive game experiences and unlock the power of gaming communities. Developer best practices for Facebook Gameroom - including recent success stories - will also be shared.

휴식시간

4:00 PM - 5:00 PM

Creating 360 experiences

Ready to take your 360 videos to the next level? Using Unity, filmmakers can add interaction and 3D visual effects to make VR experiences more immersive than ever. In this instructional session, creators will learn the workflows, development steps and best practices to author interactive 360 videos.

How to create beautiful open worlds in Unity 3D

Come along for a practical demonstration on how to create, optimsize and then show off beautiful open world environments in Unity 3D.

The toolset used will primarily be mine - Gaia, GeNa, CTS and Pegasus, however I will also show off how I integrate and leverage other best of breed assets through integration to take the environment to the next level.

Rendering Techniques for Augmented Reality

Why do your virtual and real world objects look disconnected from each other? How do you blend the virtual and physical spaces to create a seamless experience? This talk will cover using lighting, depth masks, occlusion, shadows and more to create a sense of immersion.

How to be wrong... less.

In programming we're often given a piece of golden advice designed to help us be better, and yet we still make mistakes and decisions which later prove to have consequences we failed to anticipate. This talk will examine the ways in which I have been wrong throughout my career, and will provide advice on how to think about problems to try to be wrong less.

Know Your Pipeline: Deferred Rendering & You

Deferred rendering has been the industry-standard lighting pipeline on desktop & console for almost a decade now, but many beginner-level resources covering how rendering works only teach forward rendering.

These two methods of implementing materials & lighting have wide-reaching performance and stylistic considerations, and whether you are an environment artist lighting a scene or a developer working on visual effects, knowing how deferred rendering works and it's unique benefits & tradeoffs can help you get the most out of Unity's graphical capabilities.

This talk gives an explanation of the fundamental process of deferred rendering, tips to get the most out of materials and lights when using deferred rendering, and examples of how to use command buffers to interact with the different stages of the rendering pipeline to implement different visual effects.

Turn your game up to 11: Unity Analytics & Data Science

In this session, Marc Tanenbaum (Product Manager, Unity Analytics) and Luke Dicken (Principal Data Scientist, Zynga) will discuss the powerful ways developers have to drive their games to the next level using Unity Analytics and Data Science. Marc will cover the ins and outs of the Unity Analytics ecosystem, whilst Luke will speak to some of the more advanced techniques game developers can use this data for; going beyond surface level metrics and into actionable insights that can be used to inflect a game's performance.

휴식시간

4:00 PM - 4:30 PM

On NVIDIA VR Tools and Successful VR Partners

Development for Virtual Reality is a hunt for each millisecond of latency and realism on every level. And of course, revenue.Through NVIDIA GPUs and NVIDIA VRWorks SDKs, a new level of presence is enabled, bringing physically realistic visuals, sound, touch interactions, and simulated environments to virtual reality, all integrated in Unity 2017.1 as a plugin (https://developer.nvidia.com/nvidia-vrworks-and-unity). NVIDIA’s newly announced Holodeck program also brings designers, developers and their customers together from anywhere in the world to discover, build and explore creations in a highly realistic, collaborative, and physically simulated VR environment. Hear about successful our VR partners, especially in the field of healthcare, real estate, and VR Arcades.

HoloLens and Unity, build the amazing

You already know Unity, it’s why you’re here. With the world of Virtual and Mixed reality opening up and demand for these types of experiences climbing, how can you take advantage of it. Come learn what the Windows Mixed reality platform means for you as a Unity developer and how you can use your skills to be at the front and center of VR and MR development. Hear about the new devices coming out and how you can have your creations built in Unity deployed across MR and VR devices now and in the future.

Let Robots Take Your Job: Automate your Build Creation and Testing

The robot overlord future is quickly approaching. Developers can harness the power of build automation to improve production efficiency, and this talk will show you how to get started. This session will show how Mighty Games automates their entire build pipeline and a portion of their testing on their successful mobile titles, and outlines the tools and resources developers can start using today.

Automation is not to be feared. Testing automation of some low-hanging fruit will free QA up to focus on more complex testing, and the whole team will benefit! The simplicity and low cost of setting up testing means that if you aren't using it, you should be - and this session shows you how. Save your production budget (time and money!) by automating repetitive tasks like creating builds with these simple tools, so your team can go on to bigger and better things.

Meet the speakers

Carl Callewaert

Global Director Of Evangelism

Unity Technologies

Carl Callewaert

Global Director Of Evangelism, Unity Technologies

Carl Callewaert finds his passion in supporting and teaching developers around the world. His background in architecture and virtual reality led him to join the games industry and create AR and VR experiences for several serious game companies. His enthusiasm for 3D, VR/AR and gaming builds upon 10 years of production and evangelism experience. Prior to Unity, Carl worked for The Canadian Space Agency, Measurand, Autodesk Education and on a number of AAA and indie games.

Jay Santos

Lead Evangelist, South APAC

Unity Technologies

Jay Santos

Lead Evangelist, South APAC, Unity Technologies

Jay Santos graduated in Computer Sciences in 2002, with 10+ years of game development experience. He's been an evangelist with Unity since 2012.

Rus Scammell

Technical Product Manager, 2D

Unity Technologies

Rus Scammell

Technical Product Manager, 2D, Unity Technologies

Rus Scammell is the Technical Product Manager for 2D at Unity. He has been making games for more than 15 years. He is a games technology generalist and takes a holistic approach to game development. He has been developing in Unity since 2009. Previously he was the Unity